9780838947340-0838947344-52 Ready-to-Use Gaming Programs for Libraries

52 Ready-to-Use Gaming Programs for Libraries

ISBN-13: 9780838947340
ISBN-10: 0838947344
Author: Ellyssa Kroski
Publication date: 2020
Publisher: ALA Editions
Format: Paperback 384 pages
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Book details

ISBN-13: 9780838947340
ISBN-10: 0838947344
Author: Ellyssa Kroski
Publication date: 2020
Publisher: ALA Editions
Format: Paperback 384 pages

Summary

52 Ready-to-Use Gaming Programs for Libraries (ISBN-13: 9780838947340 and ISBN-10: 0838947344), written by authors Ellyssa Kroski, was published by ALA Editions in 2020. With an overall rating of 3.7 stars, it's a notable title among other Library & Information Science (Social Sciences) books. You can easily purchase or rent 52 Ready-to-Use Gaming Programs for Libraries (Paperback) from BooksRun, along with many other new and used Library & Information Science books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $2.11.

Description

Gaming programs offer many benefits: they encourage interaction among patrons, strengthen community bonds with the library, and when done right they can be incredibly popular. Kroski, a bestselling author as well as an avid gamer herself, has gathered more than 50 creative programming ideas from public, school, and academic libraries nationwide. Most will hit your core gaming audience of teens, but you'll also find plenty of options for adults, tweens, and younger children--the mix of tabletop, video, and live-action gaming programs includes something for everyone. Complete with step-by-step instructions for how to prepare and host programs, a materials and equipment list, estimated budget, and recommendations for age ranges, inside this book you'll find fun ideas such as<

  • Instagram or zombie-tag scavenger games;
  • a video game rec league;
  • teaching cybersecurity with Minecraft;
  • STEM with virtual reality and other programs for VR equipment;
  • fostering science literacy with themed board games;
  • a life-sized Game of Life;
  • STEAM with an amazing race;
  • hosting a Gaming Con at your library;
  • video game study breaks for calming students' nerves during Finals Week;
  • leading enthusiasts in writing an original roleplay or designing a board game; and
  • building your collection of games through donations and grants.
The engaging programs in this book will have people flocking to your library--it's all in the game.

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